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KF2-Dev-Scripts/KFGameContent/Classes/KFSM_PlayerFleshpound_Melee2.uc
2020-12-13 18:01:13 +03:00

23 lines
1.4 KiB
Ucode

//=============================================================================
// KFSM_PlayerFleshpound_Melee2
//=============================================================================
// Player controlled fleshpound attacks
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFSM_PlayerFleshpound_Melee2 extends KFSM_PlayerFleshpound_Melee;
defaultproperties
{
Attacks.Empty
Attacks.Add((Type=PZA_Default, Stance=EAS_FullBody, Anims=(Player_Heavy_Atk)))
Attacks.Add((Type=PZA_Sprinting, Stance=EAS_FullBody, Anims=(Player_Sprint_Heavy_Atk)))
Attacks.Add((Type=PZA_Backwards, Stance=EAS_FullBody, Anims=(Player_Drill), bIsInputHeld=true))
Attacks.Add((Type=PZA_Jumping, Stance=EAS_FullBody, Anims=(Player_Jump_Atk), bForceDisableRootMotion=true), bCannotBeParried=true)
// Rage attacks
Attacks.Add((Type=PZA_SpecialDefault, Stance=EAS_FullBody, Anims=(Player_Rage_Heavy, Player_Rsprint_Heavy), bCannotBeParried=true))
Attacks.Add((Type=PZA_SpecialSprinting, Stance=EAS_FullBody, Anims=(Player_Rsprint_Heavy, Player_Rage_Heavy), bCannotBeParried=true))
Attacks.Add((Type=PZA_SpecialBackwards, Stance=EAS_FullBody, Anims=(Player_Rage_Pounce), bCannotBeParried=true))
}